Payload/CP hybrid question

Ok, so what I want to do is to have a payload map where you must push the cart, blah blah until you reach a certain spot. Once you reach this you must have some people go and capture a cp. I was wondering if it was possible to do two things.

1. Change the HUD in the middle of the round from the payload to a cp and then back.

2. "Deactivate" the payload cart while the CP part is active.

I know this will be mainly done through logic entities and I/O, but I'm not that great with them. (Mostly because of lack of experience).

Im trying to do something kinda like that except the cp would toggle alternative paths to make the game go faster or slower. is it possible to use a cp in a pl map without it showing up on the hud?

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Yes. Just dont reference the capture point with any part of the team_train_watcher... If you to make the control point shown on the payload HUD as stops thats possible as well by referencing it as one of the control points.

thanks for the help but i still cant seem to get it to work. it wont let me capture it and it shows up on the hud not as a node but over the cart with a cant capture symbol.
it would make my life alot easyer if i could use a cp for its onteamcap output, much harder using trigger multiple and logic relays =P

yeah i kinda gaveup using a teamcontrol point and instead used a trigger multiple with teamfilters and the cap point prop to toggle the alternative paths. i got most of it to work but only thing left is finding the caping sound